Gestalt vs Mythic in a 1-1 Adventure Path game


Advice


I am preparing to run my first one on one game with my wife. I plan to make a GMPC to help her character. My question is:

If we run an AP (currently leaning towards Jade Regent), should we do gestalt, or Mythic?


As a person who often uses both, I would suggest Gestalt, with an emphasis on diversifying your classes and abilities. This will help the two characters be able to handle far more types of situations.

Liberty's Edge

Until relatively high level, gestalt is more powerful.

For example, a characters could be a full caster with full bab and hit points to back them up. Far better than the mythic abilities, with just one PC.

Alternatively, uber-optimized caster characters (especially ones with minions) and intelligent planning could probably handle and AP as written on their own. For just a single character, unless they have a bunch of NPCs helping them, if you're trying to run it as written, they're going to want something nuts, like gestalt wizard cleric necromancer summoner. or summoner/necromancer cleric.

suggested sample characters:
oracle barbarian rage prophet
reach cleric with martial class (e.g. paladin, or ranger for saves and skills, or multiclassing)

if they don't like optimizing for casters, fighter/unchained rogue is simple and works well, or barbarian rogue, but for a solo game you really want her to have the casting.

bard paladin.

wizard + anything (investigator, lore fighter)

Could also try to pick a full casting class that gets to steal key spells from other lists, like shaman, cleric with the right domains, etc. Witches also do well. I favor divine prepared casters because they can always get the right tool for the job on their own.


2 people marked this as a favorite.
powerdemon wrote:

I am preparing to run my first one on one game with my wife. I plan to make a GMPC to help her character. My question is:

If we run an AP (currently leaning towards Jade Regent), should we do gestalt, or Mythic?

I would suggest that she run two characters instead. Even so, the AP is going to need major adjustment for the lack of action economy and character resources.


1 person marked this as a favorite.

Mythic relies on gaining mythic tiers which are completely separate from levels. You could ignore this and automatically grant mythic tiers but that really changes the nature of a mythic game. A It also adds a lot of complications to the game. A 10th level character with a 5 mythic tiers is a lot more powerful than normal, but a 15th level character with a single mythic tier is not really all that much more powerful than a normal 15th level character. By the same token a 1st level character who somehow manages to gain 3 mythic tiers is really not that powerful. The 1st level character simply does not have the powerbase to begin with.

Gestalt is designed to give a smaller group all the abilities of a larger group, but with fewer players. Some of the combinations can be quite powerful, but as Drahliana Moonruner points out you still have problems with the action economy. A sorcerer/oracle on the surface looks like it should be able to cover the roll of both the cleric and wizard, but they can still only cast a single spell per round. Also without a larger group a lot of the buff spells kind of lose a lot of steam. Haste on a party of four is really good, but on a party of 2 it a lot weaker.

One way to deal with the action economy issue is to use classes that give extra creatures like animal companions, eidolons, and familiars can all help with the action economy. You may also want to start at a higher level than first to give more survivability.

My suggestion would be to use the gestalt rules and make sure at least one class on each character gives a follower. For example use a zen archer/sacred huntmaster. Also look at archetypes that allow multiple companions and the feat boon companion.


1 person marked this as a favorite.
Drahliana Moonrunner wrote:
I would suggest that she run two characters instead. Even so, the AP is going to need major adjustment for the lack of action economy and character resources.

As someone who has done several 1 player games with and without gestalt and Mythic, I'd go one further and suggest two plain-old characters for the player and two NPC "sidekicks" run by the GM. That gives you a regular party of four - be sure the NPCs "fill out" the party. I'd avoid anything resembling a GMPC. If played correctly, they are just an NPC. If not, they steal the player's spotlight (bad, bad, bad GM).

If you want the player's characters to stand out, give them a higher point buy. Maybe 25 for the PCs and 20 for the NPCs. Or 20/15 depending on your preferred power level.

I'd avoid gestalt entirely. The concept looks really cool on paper. But at the gaming table it is a mess and is often wildly unbalanced.

As for Mythic, either make the entire game Mythic or don't. Mythic works fine as designed. But it was not designed to take the place of additional characters and fails at that task (go figure).


I prefer two PC's for the single player with 2 NPC's (run by you) but it can be a bit much if she is just starting out so you could have her start with one PC, adjust the encounters and then add another PC later for her to play. That way she eases into it.

Also do your homework on the AP and see if it will work for what you want to do and how you want to do it.

Another important point is if running 2 PC's and one dies then there is a lot more of a chance that the other will die or be unable to retrieve the body to be res'ed or buried.
I all ways try and plan for the worst to happen when GMing and then adapt if it is going too well.
MDC


1 person marked this as a favorite.

I have had several successful long adventures in one on one campaigns including published APs. First and foremost I strongly recommend against the player running multiple characters. The best part of a one on one game is the amount of time you get to work on character relationships and really roleplay out the player character. If the player is playing multiple characters you lose a big portion of that.

Second the important thing to consider when running published adventures is covering the 'usual' abilities an AP expects you to have and to cover the action economy loss of a small party. "Power" can be adjusted. You can always raise the level or stats to accommodate party. But a fighter cant cast spells, and a they cant act more then once in a round. Action economy is super important in the game and it needs to be accounted for in a small party.

With those things in mind, here is what I do.

1. Run a single player and 1 dmpc. They are the heroes of this story with the focus on the player character.

2. Gestalt characters with a generous stat generation method. The stats help compensate for a lack of party power and the gestalt allows 2 players to 'cover the bases' of 4.

3. Strongly encourage character classes that are flexible/cross traditional character boundaries (the classic figher/cleric/wizard/rogue tropes) and give an action economy bonus. This one is absolutely vital.

The best choices are characters that come with powerful 'pets'. Summoner, druid, hunter are the best options here. Their pets make up for the action economy and they have a mix of abilities themselves.

Next best are flexible classes that give action economy bonuses. Bard, Magus, Inquisitor, Paladin, Warpriest, classes that make good use of swift actions.

Next best are classes that cover more then a single job, that don't fit in the above categories. Ranger, Bloodrager, Shaman, Witch, Slayer, Alchemist, Investigator etc.

Next best are the strong classes have a singlular focus in the classic 4 person party. Wizard, Cleric, Sorceror Barbarian, Gunslinger, Unchained monk, ninja etc, unchained rogue.

I would strongly avoid classes that have difficulty pulling their weight or are very limited in their abilities, not-unchained rogue or monk, or the fighter are the key examples here.

Remember your goal here is to maintain good use of action economy and to make sure you have all your bases covered with just the 2 people in the party. A gestalt druid/inquisitor and Summoner/Ninja with good stats can take on a normal adventure path with basically no modification (I have done it).


Gestalt, all the way.

Gestalt is a moderate numbers increase, and a major utility boost. THe latter is what you need for a single party game (I might even suggest Tristalt, as long as the player is up to the challenge of building a character that complex).

Mythic is almost nothing but raw, unfiltered MOAR NUMBERS. It doesn't let you solve any NEW problems like Gestalt would, just completely trivialize the ones you can already solve.

A Fighter/Inquisitor gets more skills, utility spells, and helpful class features to participate in more areas of the game.

A Fighter/Mythic Champion still can't do much out of combat, and destroys the encounters they do participate in.


Thank you all very much for the advice. I've read everything that you have posted here and weighed my options.

I agree that Gestalt is the way to go, and will be going that way :).

My wife has only played one other time and really likes that character, so we are re-making and tweaking that one.

She would not do well running 2 characters at once, and I agree that it would take the spotlight off of her too much. Plus she wouldn't role play with herself.

I have a lot of experience with Gestalting, and my other game is a 2 person game (my wife and a friend of ours) who are gestalt and going through Council of Thieves. They have had 0 trouble so far and are almost done with book 2.

She will have an animal companion from Druid (any tips on making it tanky would be appreciated), and will have Oracle/Paladin on the other side for healing and ranged combat. I will be doing Magus 20//Unchained Rogue 4/Sorcerrer 1/Dragon Disciple 8-10/Unchained Rogue 5-8.


powerdemon wrote:

Thank you all very much for the advice. I've read everything that you have posted here and weighed my options.

I agree that Gestalt is the way to go, and will be going that way :).

My wife has only played one other time and really likes that character, so we are re-making and tweaking that one.

She would not do well running 2 characters at once, and I agree that it would take the spotlight off of her too much. Plus she wouldn't role play with herself.

I have a lot of experience with Gestalting, and my other game is a 2 person game (my wife and a friend of ours) who are gestalt and going through Council of Thieves. They have had 0 trouble so far and are almost done with book 2.

She will have an animal companion from Druid (any tips on making it tanky would be appreciated), and will have Oracle/Paladin on the other side for healing and ranged combat. I will be doing Magus 20//Unchained Rogue 4/Sorcerrer 1/Dragon Disciple 8-10/Unchained Rogue 5-8.

Well first off, a druids companion in barding armor is quite effectively tanky. In cthe case of the druid herself, there are serveral ways to make it more tanky, but it depends on the character. If you are trying to keep to the feel of an existing character, would need to know more about it to accomplish that one.

Just to be clear though, she isn't playing the same character in both games right? That seems like it would be an issue if they are progressing in different ways.


The wonderful part about Jade Regent is that the AP *gives* you a great NPC party that can help out. Feel free to rotate them in and out of different quests as needs aside. Ameiko, as a bard, is a wonderful support character. The same can be said for Koya (I recommend giving her the Varisian Pilgrim archetype - very fitting, and being able to hand out her domain abilities to the player character is perfect!)


Kolokotroni wrote:

Well first off, a druids companion in barding armor is quite effectively tanky. In cthe case of the druid herself, there are serveral ways to make it more tanky, but it depends on the character. If you are trying to keep to the feel of an existing character, would need to know more about it to accomplish that one.

Just to be clear though, she isn't playing the same character in both games right? That seems like it would be an issue if they are progressing in different ways.

She will be using a similar build, not the same character. She is an Oracle 1/Paladin 5//Sorcerer 6 in the other campaign. She will replace Sorcerer with Druid this time.

She wants to be ranged, so she will likely use a longbow most of the time. She is a nature lover in real life and will reflect that in this character. She plans to mainly use the bow and support with spells. I meant to ask for ways to tank out her animal companion (I made her animal companion in a previous AP and it has a higher AC than the rest of the party, so I'm not too worried, but I love advice. It was a Roc.). It and my character will be up front while she stays in the back and rains down hell. Perhaps her animal companion and I could take a teamwork feat or two?


While it looks like powerdemon has made his choice, I've thought of some other otpions.

Flexibility:

Free variant multiclassing. This is a quick way to add some flexibility to characters. It's less than full gestalt, but good for a quick boon.

Simple class templates. While VMC is just a taste of a class, this adds a big bite of the class while still being simpler than gestalt.

Action economy:
Mythic agile template. You get dual initiative, so you get to act twice as often. In most cases, this fixes action economy right then and there.

Quickling template. Quickened spellcasting, hasted attack and fast healing. Another huge boost on action economy.

Alacritous creature. This gives the least action economy boost.


Philo Pharynx wrote:

Quickling template. Quickened spellcasting, hasted attack and fast healing. Another huge boost on action economy.

That makes me think of a party of Quicksilvers :). Zipping around and hitting things before they can react. In and out.


powerdemon wrote:
Philo Pharynx wrote:

Quickling template. Quickened spellcasting, hasted attack and fast healing. Another huge boost on action economy.

That makes me think of a party of Quicksilvers :). Zipping around and hitting things before they can react. In and out.

Exactly the idea. It might not fit with every game, but it's a good way to deal with a small party.

----
As for teamwork feats, you might consider hunter instead of druid. Especially if she's ranged. There are a lot of good ranged teamwork feats that rely on one melee and one ranged person. Which never get used because they rely on the melee person taking feats that mostly help the other person.


powerdemon wrote:
Kolokotroni wrote:

Well first off, a druids companion in barding armor is quite effectively tanky. In cthe case of the druid herself, there are serveral ways to make it more tanky, but it depends on the character. If you are trying to keep to the feel of an existing character, would need to know more about it to accomplish that one.

Just to be clear though, she isn't playing the same character in both games right? That seems like it would be an issue if they are progressing in different ways.

She will be using a similar build, not the same character. She is an Oracle 1/Paladin 5//Sorcerer 6 in the other campaign. She will replace Sorcerer with Druid this time.

She wants to be ranged, so she will likely use a longbow most of the time. She is a nature lover in real life and will reflect that in this character. She plans to mainly use the bow and support with spells. I meant to ask for ways to tank out her animal companion (I made her animal companion in a previous AP and it has a higher AC than the rest of the party, so I'm not too worried, but I love advice. It was a Roc.). It and my character will be up front while she stays in the back and rains down hell. Perhaps her animal companion and I could take a teamwork feat or two?

What about using the hunter in place of the druid if she wants to be archery focused. Still the nature theme, but more things that can work with archery specifically, and you can take the teamwork feats like coordinated shot or wounded paw gambit?

In terms of the animal companion, its hard to go wrong with a big cat in the best barding you can afford (it can take the armor feats). They can literally have some of the best front line ACs in the game, particularly if you use the buffs available to the hunter.

Liberty's Edge

Tank animal companion is just picking one that you like with some NA and con and or dex, then casting barkskin on it and getting barding. Easy. If you want to go to extremes, get an ankylsaurus.

If I may ask, why go archery with druid and dragon disciple?? Both of those things involve turning into some kind of monster with claws. I second the hunter suggestion if the nature focus, archery, and animal companion are big deals.

Hunter's are also good for teamwork feats, and they are *very* powerful, especially if 3 creatures have them.

Hunter's don't get any bonus feats for archery though, so recommend the Erastil trait, skipping precise shot, and going human (or eye for talent human, to really focus on animal companion).
feats obv:
pbs
rapid shot
many shot
deadly aim etc.


blashimov wrote:

If I may ask, why go archery with druid and dragon disciple?? Both of those things involve turning into some kind of monster with claws. I second the hunter suggestion if the nature focus, archery, and animal companion are big deals.

My character is the Dragon Disciple. Hers is the druid//paladin.

Those feats are definitely on the list. Why do you recommend skipping precise shot?

The animal companion isn't the focus for her. She wants to try druid, and thinks it sounds interesting (I'm glad she's branching out).


powerdemon wrote:
blashimov wrote:

If I may ask, why go archery with druid and dragon disciple?? Both of those things involve turning into some kind of monster with claws. I second the hunter suggestion if the nature focus, archery, and animal companion are big deals.

My character is the Dragon Disciple. Hers is the druid//paladin.

Those feats are definitely on the list. Why do you recommend skipping precise shot?

The animal companion isn't the focus for her. She wants to try druid, and thinks it sounds interesting (I'm glad she's branching out).

The thing is, druids don't make very good archers. Hunters do. A druid as an archer is going to either clash with or work against a lot of the druids abilities and spells. Druids are either caster heavy or focused on melee combat. Archery just doesn't fit them.


Mythic vs Gestalt: Tier 1 mythic can break the game. (e.g. Undetectable + Greater Invisibility)

Hunter: They make better archers than druids given their bonus teamwork feats.

One of my current games has both tier 1 mythic and a huntress. The huntress does just fine with archery. Undetectable was banned after the first time I abused it >:-0


Why not both?

Liberty's Edge

Well, the erastil trait I referenced is deadeye bowman:
http://archivesofnethys.com/TraitDisplay.aspx?ItemName=Deadeye%20Bowman

I was thinking consider skipping precise shot if she was going to have melee options as well and could just switch once the enemy closed to melee.

The problem is how feat intense archery is: without partially being a fighter, ranger, zen archer, slayer, or the like, it's very very hard to grab the feats in a timely manner. She doesn't necessarily have to skip precise shot, but get it last. That's taking what you said about oracle/paladin as the other half of the gestalt. Now, if you want to combine zen archer and druid, that's a optimal thing that can do some work.

http://www.d20pfsrd.com/classes/core-classes/druid/archetypes/paizo---druid -archetypes/goliath-druid
and adaptable bow.

But since this is a very small game, honestly I would not worry about most of the rules whatever. Just make sure she's getting to do whatever seems cool for her, she's the only player and you're already going gestalt or possibly mythic. Make up cool powers! Make a custom class that does only what she wants! Etc.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Gestalt vs Mythic in a 1-1 Adventure Path game All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice